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LunarG Proposes A Shader And Kernel Compiler Stack

10-18-2010, 03:50 PM

Phoronix: LunarG Proposes A Shader And Kernel Compiler Stack

LunarG, the consulting company providing professional services for Mesa / Gallium3D that's led by Jens Owens, the founder of Tungsten Graphics, is beginning to commence work on a new project: LunarGLASS. Last year, LunarG wanted to provided better Linux graphics documentation, but this new LunarGLASS initiative is much more ambitious and it's about providing a complete shader and kernel compiler stack...

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Will this eliminate the vast amount of translations in gallium (between mesa ir, tgsi and god knows what else)?

If yes, then I think we all would like to have this.

According to the proposal, in the short term it will add extra translations (it will hook itself in between the existing GLSL2 IR and TGSI/classic MESA IR). Then, after it's proven itself, all those extra layers could drop away when drivers create backends directly into the new stack rather than relying on TGSI.

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So it's basicaly "Hey let's test if this is hella fast", while maintaining compatibility with Gallium and TGSI, and when it's faster it will repace the TGSI IR with itself (as soon as drivers decide not to eat TGSI but this new Glass IR...)

Seriously... why the hell not?

Comment

So it's basicaly "Hey let's test if this is hella fast", while maintaining compatibility with Gallium and TGSI, and when it's faster it will repace the TGSI IR with itself (as soon as drivers decide not to eat TGSI but this new Glass IR...)

Seriously... why the hell not?

yep, but real issue probably is "will gallium, intel/ati\amd/nouveau developers do it solely or LunarG people ?"

because, if former - it will take up precious time in which they could be implementing OpenGL 3.3 and stabilising & optimising current code.
if later - it will be sweet: guys will do initial work on their branch, test it and merge it if it succeed.